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50944: Room 7: Cuckoo's Nest (teleport: 1239)
Used by the routine at 35090.
cuckoo's_nest
The first 128 bytes are copied to 32768 and define the room layout. Each bit-pair (bits 7 and 6, 5 and 4, 3 and 2, or 1 and 0 of each byte) determines the type of tile (background, floor, wall or nasty) that will be drawn at the corresponding location.
Input
Output
50944 DEFB 0,0,0,0,0,0,0,0 Room layout
50952 DEFB 0,0,0,0,0,0,0,0
50960 DEFB 0,0,0,0,0,0,0,0
50968 DEFB 0,0,0,0,0,0,0,0
50976 DEFB 0,0,0,0,0,0,0,0
50984 DEFB 0,0,0,0,0,0,0,0
50992 DEFB 0,0,0,0,0,0,0,0
51000 DEFB 0,0,0,0,0,0,0,0
51008 DEFB 0,0,0,0,0,0,0,0
51016 DEFB 0,0,0,0,0,0,0,0
51024 DEFB 0,0,0,0,240,0,0,0
51032 DEFB 0,0,0,1,84,0,0,0
51040 DEFB 0,0,0,5,84,0,0,0
51048 DEFB 170,170,170,169,84,0,0,0
51056 DEFB 0,0,0,5,80,0,0,0
51064 DEFB 0,0,0,0,0,0,0,0
The next 32 bytes are copied to 32896 and specify the room name.
51072 DEFM " Cuckoo's Nest " Room name
The next 54 bytes are copied to 32928 and contain the attributes and graphic data for the tiles used to build the room.
background07 floor07 wall07 nasty07 ramp07 conveyor07
51104 DEFB 0,0,0,0,0,0,0,0,0 Background
51113 DEFB 4,4,3,201,216,48,54,35,1 Floor
51122 DEFB 22,255,96,14,240,3,60,199,56 Wall
51131 DEFB 6,194,52,11,68,136,11,48,8 Nasty
51140 DEFB 7,3,0,12,0,48,0,192,0 Ramp
51149 DEFB 255,0,0,0,0,0,0,0,0 Conveyor (unused)
The next four bytes are copied to 32982 and specify the direction, location and length of the conveyor.
51158 DEFB 0 Direction (left)
51159 DEFW 0 Location in the attribute buffer at 24064 (unused)
51161 DEFB 0 Length: 0 (there is no conveyor in this room)
The next four bytes are copied to 32986 and specify the direction, location and length of the ramp.
51162 DEFB 1 Direction (up to the right)
51163 DEFW 24461 Location in the attribute buffer at 24064: (12,13)
51165 DEFB 2 Length
The next byte is copied to 32990 and specifies the border colour.
51166 DEFB 1 Border colour
The next two bytes are copied to 32991, but are not used.
51167 DEFB 0,0 Unused
The next eight bytes are copied to 32993 and define the item graphic.
item07
51169 DEFB 32,24,169,219,126,126,60,90 Item graphic
The next four bytes are copied to 33001 and specify the rooms to the left, to the right, above and below.
51177 DEFB 8 Room to the left (Inside the MegaTrunk)
51178 DEFB 0 Room to the right (The Off Licence)
51179 DEFB 0 Room above (The Off Licence)
51180 DEFB 2 Room below (Under the MegaTree)
The next three bytes are copied to 33005, but are not used.
51181 DEFB 0,0,0 Unused
The next eight pairs of bytes are copied to 33008 and specify the entities (ropes, arrows, guardians) in this room.
51184 DEFB 39,144 Guardian no. 39 (horizontal), base sprite 4, initial x=16 (41272)
51186 DEFB 111,5 Guardian no. 111 (horizontal), base sprite 0, initial x=5 (41848)
51188 DEFB 60,164 Arrow flying left to right at pixel y-coordinate 82 (41440)
51190 DEFB 255,0 Terminator (41976)
51192 DEFB 0,0 Nothing (40960)
51194 DEFB 0,0 Nothing (40960)
51196 DEFB 0,0 Nothing (40960)
51198 DEFB 0,0 Nothing (40960)
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